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Fungal Marsh GiantCreature 11


UncommonLargeAmphibiousFungusGiantHumanoidWater
Source Pathfinder #211: The Secret of Deathstalk Tower
Perception +20 (low light vision)
Languages Aklo, Chthonian, Common, Jotun
Skills Athletics +24, Intimidation +20, Nature +20, Religion +22, Stealth +18
Str +7, Dex +3, Con +5, Int +0, Wis +5, Cha +3

AC 30; Fort +22; Reflex +18; Will +22;
HP 197
Speed 35 feet (swim 20 feet)
Immunities disease
Resistances Poison 10

Fist One Action +24 (+20, +16) to hit (agile, reach 10, unarmed) 2d8+13 Bludgeoning
Scythe One Action +24 (+19, +14) to hit (deadly d10, magical, trip) 2d10+13 Slashing + 1d6 Acid
Mold Spit One Action +20 (+15, +10) to hit (fungus, primal, water) 6d6 Poison

Spore Cloud (aura, poison)

20 feet. The fungal marsh giant exudes a faintly visible cloud of green spores when not underwater. Any creature that ends its turn in the spore cloud takes 2d6 poison damage (DC 27 fortitude save). A creature that fails this save also becomes Sickened 1 (Sickened 2 on a critical failure).

Moldy Mess One Action (fungus, primal)

Requirements A creature is Prone within the fungal marsh giant's reach


Effect The fungal marsh giant shakes and heaves their body, causing great swaths of mold and fungal crust to slough off them and cover the prone creature. The target becomes Immobilized in the mold until they [/act escape dc=27] and takes 6d6 poison damage (DC 27 fortitude save). The fungal marsh giant can't use Moldy Mess again for 1d4 rounds.

Twist the Hook Two Actions

The fungal marsh giant makes a melee Strike with its scythe. If it hits, it twists and yanks the scythe to knock the target Prone and create an awful wound, dealing 2d6 persistent,bleed damage to the creature.


Occult Innate Spells (DC 27, +19 to hit)

2nd Level: Augury, Mist
3rd Level: Wall of Thorns
5th Level: Toxic Cloud


Dwellers of brackish coastal salt marshes and fetid bogs and swamps, marsh giants appear hideous to most airbreathers, with fishlike mouths, slimy graygreen skin, and dark, beady eyes. They prefer to eat the flesh of those they slay in battle, including other marsh giants, and guzzle stagnant water from cauldrons or directly from their swampy homes.

Marsh giant clans are insular, with each clan dedicating itself to zealous worship of a sea-dwelling deity, demon lord, or stranger entity. Whatever forces call to the marsh giants sometimes ensnare boggards and ogres as well, gathering in grim worship. Rather than favor these humanoid hangerson, marsh giants lavish attention on favored pets: krooths, giant octopuses, or primeval creatures like dinosaurs and the crocodilian deinosuchuses.

Barely topping 11 feet tall and 1,000 pounds, marsh giants are small for giants but make up for their stature with their zealotry.


Giants are massive humanoid creatures who live in remote regions throughout the world. They vary widely but are united in their hunger, requiring sustenance of their own element along with the feasts one would expect from such a massive humanoid. Although a simple matter for some giants, more esoteric types find this need a harsh reality. While a massive fistful of ice or snow alongside their meal will satisfy a frost giant, shadow giants hunger for the coagulated shadows of the Netherworld.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

Fungus

Fungal creatures have the fungus trait. They are distinct from normal fungi.

Giant

Giants are massive humanoid creatures.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.